Hey, i'm brainstorming for a 3d vector renderer in WebGPU on JS/TS and stumbled on your project [0] yesterday.
(Thick) line drawing is especially interesting to me, since it's hard [1].
I also stumbled upon this [2] recently and then wondered if i could use that technique for every shape, by converting it to quadratic bezier curve segments.
Do you think that's a path to follow?
[0] https://github.com/Lichtso/contrast_renderer
[1] https://mattdesl.svbtle.com/drawing-lines-is-hard
[2] https://scribe.rip/@evanwallace/easy-scalable-text-rendering...
My implementation does:
- Implicit Curve Rendering (Loop-Blinn) and stencil geometry (tessellation-less) for filling
- Polygonization (with tangent space parameter distribution) of offset curves for stroking
> by converting it to quadratic bezier curve segments
Mathematically, the offset curve of a bezier curve is not a bezier curve of the same degree in the general case (exceptions are trivial cases like straight lines, circles and ellipses). Instead you get terrible high degree polynomials. You will have to approximate the offset curve anyway. I choose to use polygons (straight line segments), but you could also use splines (bezier segments), it is just overtly complex for little to no benefit IMO.
BTW, distance fields and offset curves are very similar. In fact the distance field is the set of all possible offsets of offset curves and the offset curves are the isolines on the distance field.
Here is a good summary of all the edge cases to think about in 2D rendering: https://www.slideshare.net/slideshow/22pathrender/12494534
About subpixel AA: Don't bother, LCDs are on the down trend.